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[quote="junahu"]:| I forgot about the no strings rule new suggestion, a command that checks if a textbox is currently up (if(textbox) while(textbox)). It's not neccessary but it would be handy.[/quote]
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Pepsi Ranger
Posted: Thu Feb 10, 2011 8:31 am
Post subject:
Among the many functional needs that shops could use like re-sorting items by alphabet or category (all potion types can be lumped together with weakest first, strongest last, etc.) when new items are added to old shops, or implementing fluctuating inventories and prices through plotscripting, I think shops could also use an "Exit" button so that ESC isn't the only way out, and a "shopkeepers window," which essentially shows a graphic of the shopkeeper with animations attached to waiting, customer loitering (if player is hanging out in a shop for too long without buying anything), entering, and exiting (wouldn't RPG shops be much nicer if the dang shopkeepers would wave and smile when we leave?).
I don't know how long it will be before shops start getting some love again, but these are a sample of things that they could use. Maybe soon? Maybe soon? Maybe sooner than later?
chronoboy
Posted: Thu Nov 25, 2010 4:20 am
Post subject:
What about adding a plotscript trigger for Heros for when they level up? At the moment it is possible with an after-battle plotscript, but this means that every map needs to set one and it also means you have to cycle through each hero to find out if any of them leveled. Having a trigger for each Hero for leveling would be great!
Pepsi Ranger
Posted: Thu Oct 14, 2010 8:58 am
Post subject:
TMC wrote:
Pepsi was recently had me try out his enormous Botsmire forest covering most of a 20,000 tile map. Horrifying stuff. Something needs to be done about this; it's about time to add a copy-paste/mark-clone tool.
Once again I am happy that my utter insanity can spur the implementation of a more efficient OHRRPGCE
.
TMC
Posted: Thu Oct 14, 2010 3:17 am
Post subject:
Wow, this old thread
Funny, this has been suggested a few times.
Adding a script interpreter to Custom would be very messy/a tonne of work because the script commands would have to be duplicated and each modified or rewritten. Custom only loads the data that it's currently editing, so equivalents to the global variables that contain all the data in Game simply do not exist.
But if you want to do map generation, I have a counter suggestion: give you the ability to export map and other data from Game to Custom.
Surprise! You can already do this manually. Set a map to save its tile state when you leave it. Then run game.exe, generate the map, and change map. Open the temporary directory (which under Windows XP, for example, is at "C:\Documents and Settings\<username>\Local Settings\Temp\ohrrpgce<date>.<randomnumber>.tmp\") and look for the file map<mapnum>_t.tmp. This is a
T
lump, and you can rename it and copy it into working.tmp while you have Custom open to import it. Remember to backup first!
I'm not sure whether there would be other significant uses for "script plug-ins"
Pepsi was recently had me try out his enormous Botsmire forest covering most of a 20,000 tile map. Horrifying stuff. Something needs to be done about this; it's about time to add a copy-paste/mark-clone tool.
chronoboy
Posted: Wed Oct 13, 2010 10:48 am
Post subject:
How's this proposal:
A HamsterSpeak engine built into
CUSTOM.EXE
, but not for the purpose of testing gameplay plotscripts, and not even gameplay related actually.
With this ability, people could develop plugins for
CUSTOM.EXE
such as a random tree generator for the map editor. Imagine, in the map editor, pressing 'S' or using a menu option and selecting 'Tree generation', and choosing a tileset range full of trees and a tile # to replace. For example, you would want trees to randomize on grassy tiles, not roads. The plugin is basically a plotscript with a bunch of
write map block
commands using the script parameters the user choose.
Unlike using this type of script in
GAME.EXE
, it will be permanent on the map. I use a tree generation script currently for my games(I admit, I'm too lazy to manually place a huge vast forest of 200 trees), however, the more trees I add, the slower it will take for the map to load for the player. Also, when doing it during gameplay, you cannot verify if that door is blocked by accident for example. It also makes the world a tad strange, as everytime the player enters the forest, the trees have oddly moved...
I can think of other plugins people may create, such as a map import/export scripts. The HamsterSpeak engine in
CUSTOM.EXE
should be-able to access a file browser and access file system objects. Plugins could also be used in other sections of the editor in this way to manipulate other data.
How difficult would it be to copy the HamsterSpeak engine into CUSTOM for use of plugins and automatations for creating games?
AJHunter
Posted: Mon Jan 04, 2010 5:22 am
Post subject:
How about some HUD and map commands? Like (and, as I'm no good at any programing language besides TIBasic, I'm completely winging it here):
Code:
get map (map number, stored to variable x) #gets an overview screenshot of the map
disp minimap (xposition, yposition, xsize, ysize, variable x, scaling factor for variable x) #displays a minimap HUD of a given size in a given area of the screen containing the defined overview screenshot of the map at the given scaling factor (0.5, 1, 2, etc.)
other things for the HUD: party health, money, party MP
=+=+=
heres another one:
Code:
gun gun_name (item to be used as gun, item expended) #makes an item a gun or other projectile weapon. when a certain item is used as a weapon, it subtracts from the number of another item. gun_name can be replaced with whatever the user wants.
this should probably be used with some sort of code that basically doesn't let you shoot if you have no ammo. (dur
)
=+=+=
On a vaugly related note, something that would let you embed games into websites would be nice, like some sort of XML thing that reads the data in an uploaded RPG file and displays it somehow... idk... it would be cool to be able to embed my games into my email signature. Bonus points if you can save the game!
LeRoy_Leo
Posted: Sat Aug 16, 2008 8:16 pm
Post subject:
James Paige wrote:
we ought to get rid of our weird overloads of the capslock key, like scrolling in the graphics editor and tilepicking in the map editor.
If it weren't for the fact that those are such useful features in the graphics editor, I would have ripped my capslock key out years ago.
If we could think of a different key to use, that would be great.
There's nothing better than getting done editing the graphics on your game and typing a happy, little message to your best friend and end up sending an ALL CAPS greeting, then having to apologize for offending them and scaring the babies.
Bob the Hamster
Posted: Sat Aug 16, 2008 8:12 pm
Post subject:
MADSOFT Games wrote:
An addition to this I'd say would be the "CAPS LOCK" key functionality. Since pressing it does no difference and you have to hold down shift...
I'm sorry. My religion specifically forbids the use of capslock as it is anathema to all which is good and wholesome. Someone else will have to implemented it, and I will have to do penance just for having it in the repository.
No, but in all seriousness we ought to get rid of our weird overloads of the capslock key, like scrolling in the graphics editor and tilepicking in the map editor.
LeRoy_Leo
Posted: Sat Aug 16, 2008 8:11 pm
Post subject:
MADSOFT Games wrote:
An addition to this I'd say would be the "CAPS LOCK" key functionality. Since pressing it does no difference and you have to hold down shift...
Caps Lock also helps you move the graphics around, so this might create a problem with that suggestion...
MADSOFT Games
Posted: Sat Aug 16, 2008 7:47 pm
Post subject:
The Mad Cacti wrote:
Maybe we can recruit Simon!
Quote:
As for new features, how about fonts?:
- Support for multiple fonts.
- Support for in-string font effects: colour changes, bold, italic,
change font (which could be used to implement the previous features).
- Support for multicoloured fonts.
- Support for proportional fonts (which would probably involve
wrapping textboxes dynamically, but then some of the above might have
to, too.)
Cheers,
Simon
Updating the graphics file formats in general is also an important feature.
An addition to this I'd say would be the "CAPS LOCK" key functionality. Since pressing it does no difference and you have to hold down shift...
TMC
Posted: Sat Aug 16, 2008 7:37 pm
Post subject:
Maybe we can recruit Simon!
Quote:
As for new features, how about fonts?:
- Support for multiple fonts.
- Support for in-string font effects: colour changes, bold, italic,
change font (which could be used to implement the previous features).
- Support for multicoloured fonts.
- Support for proportional fonts (which would probably involve
wrapping textboxes dynamically, but then some of the above might have
to, too.)
Cheers,
Simon
Updating the graphics file formats in general is also an important feature.
Bob the Hamster
Posted: Sat Aug 16, 2008 6:31 pm
Post subject:
The Drizzle wrote:
How about a command that lets you change fonts during the game?
Not unless we *first* implement the ability to change fonts on at least a textbox-by-textbox basis directly within the editor without need for scripting.
The Drizzle
Posted: Sat Aug 16, 2008 4:58 pm
Post subject:
How about a command that lets you change fonts during the game?
TMC
Posted: Thu May 31, 2007 9:53 pm
Post subject:
We've all wanted the ability to stop other scripts at some point or another. Now that would be sort of possible, but instead what we really need is THREADS. I'm definitely going to start working on those as soon as Ubersetzung releases.
You know, if we had threads, arrays, and sprites, that would mean all my scripts could be rewritten a 10th as long. I'm looking forward to them.
Bob the Hamster
Posted: Thu May 03, 2007 7:17 am
Post subject:
H-Bomb wrote:
I'd like to see a special "end" command, one that could be used conditionally, and wouldn't require an extra, corresponding "begin" of any kind. A command like this would be useful for instantly terminating "endless" loops.
Or perhaps an independant stop script (ID) command, or pause script (ID)
it could be useful for onkeypress routines for minigames and such, and could also serve the purpose of instantly terminating loops as well.
You want
break
and
exit script
which are already available in the nightly builds.
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